# include <config.h>
#endif
+#include <boost/foreach.hpp>
+#include <algorithm>
+
#include <simgear/structure/commands.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/misc/sg_dir.hxx>
#include <simgear/structure/event_mgr.hxx>
#include <simgear/sound/soundmgr_openal.hxx>
#include <simgear/misc/ResourceManager.hxx>
+#include <simgear/props/propertyObject.hxx>
+#include <simgear/props/props_io.hxx>
+#include <simgear/scene/model/placement.hxx>
#include <Aircraft/controls.hxx>
#include <Airports/runways.hxx>
#include <ATCDCL/ATCmgr.hxx>
#include <Autopilot/route_mgr.hxx>
#include <Cockpit/panel.hxx>
-#include <GUI/new_gui.hxx>
+#include <GUI/FGFontCache.hxx>
+#include <GUI/gui.h>
#include <Model/acmodel.hxx>
#include <Model/modelmgr.hxx>
#include <MultiPlayer/multiplaymgr.hxx>
}
if (r.exists()) {
- SG_LOG(SG_IO, SG_INFO, "found path:" << aResource << " via /sim/aircraft-dir: " << r.str());
+ SG_LOG(SG_IO, SG_DEBUG, "found path:" << aResource << " via /sim/aircraft-dir: " << r.str());
return r;
}
}
for (; it != dirs.end(); ++it) {
SGPath p(*it, res);
if (p.exists()) {
- SG_LOG(SG_IO, SG_INFO, "found path:" << aResource << " in aircraft dir: " << *it);
+ SG_LOG(SG_IO, SG_DEBUG, "found path:" << aResource << " in aircraft dir: " << *it);
return p;
}
} // of aircraft path iteration
renderer( new FGRenderer ),
subsystem_mgr( new SGSubsystemMgr ),
event_mgr( new SGEventMgr ),
- soundmgr( new SGSoundMgr ),
sim_time_sec( 0.0 ),
fg_root( "" ),
time_params( NULL ),
dmelist( NULL ),
tacanlist( NULL ),
carrierlist( NULL ),
- channellist( NULL )
+ channellist( NULL ),
+ haveUserSettings(false)
{
simgear::ResourceManager::instance()->addProvider(new AircraftResourceProvider());
+ simgear::PropertyObjectBase::setDefaultRoot(props);
}
-
// Destructor
FGGlobals::~FGGlobals()
{
- delete renderer;
- renderer = NULL;
-
-// The AIModels manager performs a number of actions upon
+ // save user settings (unless already saved)
+ saveUserSettings();
+
+ // The AIModels manager performs a number of actions upon
// Shutdown that implicitly assume that other subsystems
// are still operational (Due to the dynamic allocation and
// deallocation of AIModel objects. To ensure we can safely
// shut down all subsystems, make sure we take down the
// AIModels system first.
- SGSubsystem* ai = subsystem_mgr->remove("ai_model");
+ SGSubsystem* ai = subsystem_mgr->remove("ai-model");
if (ai) {
ai->unbind();
delete ai;
}
-
+ SGSubsystem* sound = subsystem_mgr->remove("sound");
+
subsystem_mgr->shutdown();
subsystem_mgr->unbind();
delete subsystem_mgr;
+ delete renderer;
+ renderer = NULL;
+
delete time_params;
delete mag;
delete matlib;
delete route_mgr;
- delete current_panel;
+ current_panel = NULL;
delete ATC_mgr;
- delete controls;
+
+ if (controls)
+ {
+ controls->unbind();
+ delete controls;
+ }
delete channel_options_list;
delete initial_waypoints;
delete tacanlist;
delete carrierlist;
delete channellist;
-
- soundmgr->unbind();
- delete soundmgr;
+ delete sound;
}
// set the fg_root path
void FGGlobals::set_fg_root (const string &root) {
- fg_root = root;
+ SGPath tmp(root);
+ fg_root = tmp.realpath();
// append /data to root if it exists
- SGPath tmp( fg_root );
tmp.append( "data" );
tmp.append( "version" );
- if ( ulFileExists( tmp.c_str() ) ) {
+ if ( tmp.exists() ) {
fgGetNode("BAD_FG_ROOT", true)->setStringValue(fg_root);
fg_root += "/data";
fgGetNode("GOOD_FG_ROOT", true)->setStringValue(fg_root);
simgear::ResourceManager::PRIORITY_DEFAULT);
}
-void FGGlobals::set_fg_scenery (const string &scenery)
+void FGGlobals::append_fg_scenery (const string &paths)
{
- SGPath s;
- if (scenery.empty()) {
- s.set( fg_root );
- s.append( "Scenery" );
- } else
- s.set( scenery );
-
- string_list path_list = sgPathSplit( s.str() );
- fg_scenery.clear();
-
- for (unsigned i = 0; i < path_list.size(); i++) {
- SGPath path(path_list[i]);
- if (!path.exists()) {
- SG_LOG(SG_GENERAL, SG_WARN, "scenery path not found:" << path.str());
+// fg_scenery.clear();
+ SGPropertyNode* sim = fgGetNode("/sim", true);
+
+ // find first unused fg-scenery property in /sim
+ int propIndex = 0;
+ while (sim->getChild("fg-scenery", propIndex) != NULL) {
+ ++propIndex;
+ }
+
+ BOOST_FOREACH(const SGPath& path, sgPathSplit( paths )) {
+ SGPath abspath(path.realpath());
+ if (!abspath.exists()) {
+ SG_LOG(SG_GENERAL, SG_WARN, "scenery path not found:" << abspath.str());
continue;
}
- simgear::Dir dir(path);
+ // check for duplicates
+ string_list::const_iterator ex = std::find(fg_scenery.begin(), fg_scenery.end(), abspath.str());
+ if (ex != fg_scenery.end()) {
+ SG_LOG(SG_GENERAL, SG_INFO, "skipping duplicate add of scenery path:" << abspath.str());
+ continue;
+ }
+
+ simgear::Dir dir(abspath);
SGPath terrainDir(dir.file("Terrain"));
SGPath objectsDir(dir.file("Objects"));
// Terrain and Objects subdirs, but the conditional logic was commented
// out, such that all three dirs are added. Unfortunately there's
// no information as to why the change was made.
- fg_scenery.push_back(path.str());
+ fg_scenery.push_back(abspath.str());
if (terrainDir.exists()) {
fg_scenery.push_back(terrainDir.str());
// FG_SCENERY=A:B becomes list ["A/Terrain", "A/Objects", "",
// "B/Terrain", "B/Objects", ""]
fg_scenery.push_back("");
+
+ // make scenery dirs available to Nasal
+ SGPropertyNode* n = sim->getChild("fg-scenery", propIndex++, true);
+ n->setStringValue(abspath.str());
+ n->setAttribute(SGPropertyNode::WRITE, false);
} // of path list iteration
}
SG_LOG(SG_GENERAL, SG_WARN, "aircraft path not found:" << path);
return;
}
+ std::string abspath = dirPath.realpath();
unsigned int index = fg_aircraft_dirs.size();
- fg_aircraft_dirs.push_back(path);
+ fg_aircraft_dirs.push_back(abspath);
// make aircraft dirs available to Nasal
SGPropertyNode* sim = fgGetNode("/sim", true);
sim->removeChild("fg-aircraft", index, false);
SGPropertyNode* n = sim->getChild("fg-aircraft", index, true);
- n->setStringValue(path);
+ n->setStringValue(abspath);
n->setAttribute(SGPropertyNode::WRITE, false);
}
SGSoundMgr *
FGGlobals::get_soundmgr () const
{
- return soundmgr;
+ if (subsystem_mgr)
+ return (SGSoundMgr*) subsystem_mgr->get_subsystem("sound");
+
+ return NULL;
}
SGEventMgr *
return event_mgr;
}
+const SGGeod &
+FGGlobals::get_aircraft_position() const
+{
+ if( acmodel != NULL ) {
+ SGModelPlacement * mp = acmodel->get3DModel();
+ if( mp != NULL )
+ return mp->getPosition();
+ }
+ throw sg_exception("Can't get aircraft position", "FGGlobals::get_aircraft_position()" );
+}
+
+SGVec3d
+FGGlobals::get_aircraft_positon_cart() const
+{
+ return SGVec3d::fromGeod(get_aircraft_position());
+}
+
// Save the current state as the initial state.
void
{
initial_state = new SGPropertyNode();
- if (!copyProperties(props, initial_state))
+ // copy properties which are READ/WRITEable - but not USERARCHIVEd or PRESERVEd
+ int checked = SGPropertyNode::READ+SGPropertyNode::WRITE+
+ SGPropertyNode::USERARCHIVE+SGPropertyNode::PRESERVE;
+ int expected = SGPropertyNode::READ+SGPropertyNode::WRITE;
+ if (!copyProperties(props, initial_state, expected, checked))
SG_LOG(SG_GENERAL, SG_ALERT, "Error saving initial state");
// delete various properties from the initial state, since we want to
// preserve their values even if doing a restore
-
+ // => Properties should now use the PRESERVE flag to protect their values
+ // on sim-reset. Remove some specific properties for backward compatibility.
SGPropertyNode* sim = initial_state->getChild("sim");
- sim->removeChild("presets");
- SGPropertyNode* simStartup = sim->getChild("startup");
- simStartup->removeChild("xsize");
- simStartup->removeChild("ysize");
-
SGPropertyNode* cameraGroupNode = sim->getNode("rendering/camera-group");
if (cameraGroupNode) {
cameraGroupNode->removeChild("camera");
"No initial state available to restore!!!");
return;
}
-
- if ( copyProperties(initial_state, props) ) {
+ // copy properties which are READ/WRITEable - but not USERARCHIVEd or PRESERVEd
+ int checked = SGPropertyNode::READ+SGPropertyNode::WRITE+
+ SGPropertyNode::USERARCHIVE+SGPropertyNode::PRESERVE;
+ int expected = SGPropertyNode::READ+SGPropertyNode::WRITE;
+ if ( copyProperties(initial_state, props, expected, checked)) {
SG_LOG( SG_GENERAL, SG_INFO, "Initial state restored successfully" );
} else {
SG_LOG( SG_GENERAL, SG_INFO,
}
+// Load user settings from autosave.xml
+void
+FGGlobals::loadUserSettings(const SGPath& dataPath)
+{
+ // remember that we have (tried) to load any existing autsave.xml
+ haveUserSettings = true;
+
+ SGPath autosaveFile = simgear::Dir(dataPath).file("autosave.xml");
+ SGPropertyNode autosave;
+ if (autosaveFile.exists()) {
+ SG_LOG(SG_INPUT, SG_INFO, "Reading user settings from " << autosaveFile.str());
+ try {
+ readProperties(autosaveFile.str(), &autosave, SGPropertyNode::USERARCHIVE);
+ } catch (sg_exception& e) {
+ SG_LOG(SG_INPUT, SG_WARN, "failed to read user settings:" << e.getMessage()
+ << "(from " << e.getOrigin() << ")");
+ }
+ }
+ copyProperties(&autosave, globals->get_props());
+}
+
+// Save user settings in autosave.xml
+void
+FGGlobals::saveUserSettings()
+{
+ // only save settings when we have (tried) to load the previous
+ // settings (otherwise user data was lost)
+ if (!haveUserSettings)
+ return;
+
+ if (fgGetBool("/sim/startup/save-on-exit")) {
+ // don't save settings more than once on shutdown
+ haveUserSettings = false;
+
+ SGPath autosaveFile(fgGetString("/sim/fg-home"));
+ autosaveFile.append( "autosave.xml" );
+ autosaveFile.create_dir( 0700 );
+ SG_LOG(SG_IO, SG_INFO, "Saving user settings to " << autosaveFile.str());
+ try {
+ writeProperties(autosaveFile.str(), globals->get_props(), false, SGPropertyNode::USERARCHIVE);
+ } catch (const sg_exception &e) {
+ guiErrorMessage("Error writing autosave.xml: ", e);
+ }
+ SG_LOG(SG_INPUT, SG_DEBUG, "Finished Saving user settings");
+ }
+}
+
FGViewer *
FGGlobals::get_current_view () const
{
{
fgSetInt("/sim/time/warp-delta", d);
}
+
+void FGGlobals::set_current_panel( FGPanel *cp )
+{
+ current_panel = cp;
+// poke the renderer to rebuild the scene node as necessary
+ get_renderer()->panelChanged();
+}
// end of globals.cxx